Beispiel #1
0
	void OpenVG_SVGHandler::draw() {
		
		vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE);
		
		// clear out the transform stack
		_transform_stack.clear();
		
		float m[9];
		vgGetMatrix( m );
		// assume the current openvg matrix is like the camera matrix and should always be applied first
		Transform2d top;
		Transform2d::multiply( top, Transform2d(m), rootTransform() );	// multiply by the root transform
		pushTransform( top );
		
		// SVG is origin at the top, left (openvg is origin at the bottom, left)
		// so need to flip
//		Transform2d flip;
//		flip.setScale( 1, -1 );
//		pushTransform( flip );
		
		if( _batch ) {
			vgLoadMatrix( topTransform().m );
			vgDrawBatchMNK( _batch );
		} else {
			draw_recursive( _root_group );
		}
		
		vgLoadMatrix( m );	// restore matrix
		_transform_stack.clear();
	}
Beispiel #2
0
// Text renders a string of text at a specified location, size, using the specified font glyphs
// derived from http://web.archive.org/web/20070808195131/http://developer.hybrid.fi/font2openvg/renderFont.cpp.txt
void Text(VGfloat x, VGfloat y, const char *s, Fontinfo f, int pointsize) {
	VGfloat size = (VGfloat) pointsize, xx = x, mm[9];
	vgGetMatrix(mm);
	int character;
	unsigned char *ss = (unsigned char *)s;
	while ((ss = next_utf8_char(ss, &character)) != NULL) {
		int glyph = f.CharacterMap[character];
		if (character >= MAXFONTPATH-1) {
			continue;
		}
		if (glyph == -1) {
			continue;			   //glyph is undefined
		}
		VGfloat mat[9] = {
			size, 0.0f, 0.0f,
			0.0f, size, 0.0f,
			xx, y, 1.0f
		};
		vgLoadMatrix(mm);
		vgMultMatrix(mat);
		vgDrawPath(f.Glyphs[glyph], VG_FILL_PATH);
		xx += size * f.GlyphAdvances[glyph] / 65536.0f;
	}
	vgLoadMatrix(mm);
}
Beispiel #3
0
void HbNvgEnginePrivate::restoreClientMatrices()
{
    vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE);
    vgLoadMatrix(mPathMatrix);
    vgSeti(VG_MATRIX_MODE, VG_MATRIX_IMAGE_USER_TO_SURFACE);
    vgLoadMatrix(mImageMatrix);
    vgSeti(VG_MATRIX_MODE, mMatrixMode);
}
Beispiel #4
0
void CNVGCSIcon::RestoreClientMatrices()
    {
    vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE);
    vgLoadMatrix(iPathMatrix);
    vgSeti(VG_MATRIX_MODE, VG_MATRIX_IMAGE_USER_TO_SURFACE);
    vgLoadMatrix(iImageMatrix);
    vgSeti(VG_MATRIX_MODE, iMatrixMode);
    }   
Beispiel #5
0
static bool rpi_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
{
   rpi_t *rpi = (rpi_t*)data;

   if (width != rpi->mRenderWidth || height != rpi->mRenderHeight)
   {
      rpi->mRenderWidth = width;
      rpi->mRenderHeight = height;
      rpi_calculate_quad(rpi);
      vguComputeWarpQuadToQuad(
         rpi->x1, rpi->y1, rpi->x2, rpi->y1, rpi->x2, rpi->y2, rpi->x1, rpi->y2,
         // needs to be flipped, Khronos loves their bottom-left origin
         0, height, width, height, width, 0, 0, 0,
         rpi->mTransformMatrix);
      vgSeti(VG_MATRIX_MODE, VG_MATRIX_IMAGE_USER_TO_SURFACE);
      vgLoadMatrix(rpi->mTransformMatrix);
   }
   vgSeti(VG_SCISSORING, VG_FALSE);
   vgClear(0, 0, rpi->mScreenWidth, rpi->mScreenHeight);
   vgSeti(VG_SCISSORING, VG_TRUE);

   vgImageSubData(rpi->mImage, frame, pitch, rpi->mTexType, 0, 0, width, height);
   vgDrawImage(rpi->mImage);

#ifdef HAVE_FREETYPE
   if (msg && rpi->mFontsOn)
      rpi_draw_message(rpi, msg);
#else
   (void)msg;
#endif

   eglSwapBuffers(rpi->mDisplay, rpi->mSurface);

   return true;
}
Beispiel #6
0
/*******************************************************************************
 * Function Name  : DoShearCentered
 * Description    : Demonstrate the effect of shearing centred on a
 *                  shape. Each path is transformed separately.
 *******************************************************************************/
void CTransforms::DoShearCentered()
{
	// Make sure we're operating on the path user-to-surface matrix
	vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE);

	// Load Identity matrix. This clears all previous transformations
	vgLoadIdentity();

	// To be independent of screen resolution, we need to scale the
	// coordinates so everything in the range [0, 1] will be visible
	vgScale((float)PVRShellGet(prefWidth), (float)PVRShellGet(prefHeight));

	// Unlike OpenGL, OpenVG does not maintain a matrix stack. So instead of
	// pushing the current matrix to the stack, we have to store it ourselves
	float afUnitMatrix[3 * 3];
	vgGetMatrix(afUnitMatrix);

	// turn time(ms) into a clipped periodic triangle function
	int i32Zigzag1 = m_ui32AbsTime % 2000;

	if(i32Zigzag1 > 1000)
		i32Zigzag1 = 2000 - i32Zigzag1;

	i32Zigzag1 = PVRT_MAX(250, PVRT_MIN(750, i32Zigzag1)) - 500;

	// and again, now with shifted phase
	int i32Zigzag2 = (m_ui32AbsTime + 500) % 2000;

	if(i32Zigzag2 > 1000)
		i32Zigzag2 = 2000 - i32Zigzag2;

	i32Zigzag2 = PVRT_MAX(250, PVRT_MIN(750, i32Zigzag2)) - 500;

	// Scaling a shape from its center is identical to moving it to the
	// origin, scaling it there, and moving it back where it was.
	//
	// IMPORTANT:
	// Since OpenVG right-multiplies matrices, you conceptually need to
	// call the transformation functions in backwards order.
	vgTranslate(0.5f, 0.75f);
	vgShear(0.001f * i32Zigzag1, 0);
	vgTranslate(-0.5f, -0.75f);

	// draw first path
	vgDrawPath(m_avgPaths[0], VG_STROKE_PATH | VG_FILL_PATH);

	// restore the unit matrix ([0, 1] visible)
	vgLoadMatrix(afUnitMatrix);

	// transformation for second path
	vgTranslate(0.5f, 0.25f);
	vgShear(0.001f * i32Zigzag2, 0);
	vgTranslate(-0.5f, -0.25f);

	// draw second path
	vgDrawPath(m_avgPaths[1], VG_STROKE_PATH | VG_FILL_PATH);
}
Beispiel #7
0
void OpenVG_SVGHandler::draw_recursive( group_t& group ) {

    // push the group matrix onto the stack
    pushTransform( group.transform );
    vgLoadMatrix( topTransform().m );

    for ( list<path_object_t>::iterator it = group.path_objects.begin(); it != group.path_objects.end(); it++ ) {
        path_object_t& po = *it;
        uint32_t draw_params = 0;
        if ( po.fill ) {
            vgSetPaint( po.fill, VG_FILL_PATH );
            draw_params |= VG_FILL_PATH;
        }

        if ( po.stroke ) {
            vgSetPaint( po.stroke, VG_STROKE_PATH );
            vgSetf( VG_STROKE_LINE_WIDTH, po.stroke_width );
            draw_params |= VG_STROKE_PATH;
        }

        if( draw_params == 0 ) {	// if no stroke or fill use the default black fill
            vgSetPaint( _blackBackFill, VG_FILL_PATH );
            draw_params |= VG_FILL_PATH;
        }

        // set the fill rule
        vgSeti( VG_FILL_RULE, po.fill_rule );
        // trasnform
        pushTransform( po.transform );
        vgLoadMatrix( topTransform().m );
        vgDrawPath( po.path, draw_params );
        popTransform();
        vgLoadMatrix( topTransform().m );
    }

    for ( list<group_t>::iterator it = group.children.begin(); it != group.children.end(); it++ ) {
        draw_recursive( *it );
    }

    popTransform();
    vgLoadMatrix( topTransform().m );
}
Beispiel #8
0
static bool vg_frame(void *data, const void *frame,
      unsigned frame_width, unsigned frame_height,
      uint64_t frame_count, unsigned pitch, const char *msg)
{
   unsigned width, height;
   vg_t                           *vg = (vg_t*)data;
   static struct retro_perf_counter    vg_fr = {0};
   static struct retro_perf_counter vg_image = {0};

   rarch_perf_init(&vg_fr, "vg_fr");
   retro_perf_start(&vg_fr);

   video_driver_get_size(&width, &height);

   if (frame_width != vg->mRenderWidth || frame_height != vg->mRenderHeight || vg->should_resize)
   {
      vg->mRenderWidth  = frame_width;
      vg->mRenderHeight = frame_height;
      vg_calculate_quad(vg);
      matrix_3x3_quad_to_quad(
         vg->x1, vg->y1, vg->x2, vg->y1, vg->x2, vg->y2, vg->x1, vg->y2,
         /* needs to be flipped, Khronos loves their bottom-left origin */
         0, frame_height, frame_width, frame_height, frame_width, 0, 0, 0,
         &vg->mTransformMatrix);
      vgSeti(VG_MATRIX_MODE, VG_MATRIX_IMAGE_USER_TO_SURFACE);
      vgLoadMatrix(vg->mTransformMatrix.data);

      vg->should_resize = false;
   }

   vgSeti(VG_SCISSORING, VG_FALSE);
   vgClear(0, 0, width, height);
   vgSeti(VG_SCISSORING, VG_TRUE);

   rarch_perf_init(&vg_image, "vg_image");
   retro_perf_start(&vg_image);
   vg_copy_frame(vg, frame, frame_width, frame_height, pitch);
   retro_perf_stop(&vg_image);

   vgDrawImage(vg->mImage);

#if 0
   if (msg && vg->mFontsOn)
      vg_draw_message(vg, msg);
#endif

   gfx_ctx_update_window_title(vg);

   retro_perf_stop(&vg_fr);

   gfx_ctx_swap_buffers(vg);

   return true;
}
    void applyTransformationMatrix(PainterOpenVG* painter)
    {
        // There are *five* separate transforms that can be applied to OpenVG as of 1.1
        // but it is not clear that we need to set them separately.  Instead we set them
        // all right here and let this be a call to essentially set the world transformation!
        VGMatrix vgMatrix(surfaceTransformationMatrix);
        const VGfloat* vgFloatArray = vgMatrix.toVGfloat();

        vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE);
        vgLoadMatrix(vgFloatArray);
        ASSERT_VG_NO_ERROR();

        vgSeti(VG_MATRIX_MODE, VG_MATRIX_IMAGE_USER_TO_SURFACE);
        vgLoadMatrix(vgFloatArray);
        ASSERT_VG_NO_ERROR();

#ifdef OPENVG_VERSION_1_1
        vgSeti(VG_MATRIX_MODE, VG_MATRIX_GLYPH_USER_TO_SURFACE);
        vgLoadMatrix(vgFloatArray);
        ASSERT_VG_NO_ERROR();
#endif
    }
Beispiel #10
0
// Text renders a string of text at a specified location, size, using the specified font glyphs
// derived from http://web.archive.org/web/20070808195131/http://developer.hybrid.fi/font2openvg/renderFont.cpp.txt
void Text(VGfloat x, VGfloat y, char *s, Fontinfo f, int pointsize) {
	VGfloat size = (VGfloat) pointsize, xx = x, mm[9];
	int i;

	vgGetMatrix(mm);
	for (i = 0; i < (int)strlen(s); i++) {
		unsigned int character = (unsigned int)s[i];
		int glyph = f.CharacterMap[character];
		if (glyph == -1) {
			continue;	//glyph is undefined
		}
		VGfloat mat[9] = {
			size, 0.0f, 0.0f,
			0.0f, size, 0.0f,
			xx, y, 1.0f
		};
		vgLoadMatrix(mm);
		vgMultMatrix(mat);
		vgDrawPath(f.Glyphs[glyph], VG_FILL_PATH);
		xx += size * f.GlyphAdvances[glyph] / 65536.0f;
	}
	vgLoadMatrix(mm);
}
Beispiel #11
0
/*******************************************************************************
 * Function Name  : DoTranslate
 * Description    : Demonstrate the effect of translations. Each path is
 *                  translated separately
 *******************************************************************************/
void CTransforms::DoTranslate()
{
	// Make sure we're operating on the path user-to-surface matrix
	vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE);

	// Load Identity matrix. This clears all previous transformations
	vgLoadIdentity();

	// To be independent of screen resolution, we need to scale the
	// coordinates so everything in the range [0, 1] will be visible
	vgScale((float) PVRShellGet(prefWidth), (float) PVRShellGet(prefHeight));

	// Unlike OpenGL, OpenVG does not maintain a matrix stack. So instead of
	// pushing the current matrix to the stack, we have to store it ourselves
	float afUnitMatrix[3 * 3];
	vgGetMatrix(afUnitMatrix);

	// turn time(ms) into a clipped periodic triangle function
	int i32Zigzag1 = m_ui32AbsTime % 2000;

	if(i32Zigzag1 > 1000)
		i32Zigzag1 = 2000 - i32Zigzag1;

	i32Zigzag1 = PVRT_MAX(250, PVRT_MIN(750, i32Zigzag1)) - 500;

	// and again, now with shifted phase
	int i32Zigzag2 = (m_ui32AbsTime + 500) % 2000;

	if(i32Zigzag2 > 1000)
		i32Zigzag2 = 2000 - i32Zigzag2;

	i32Zigzag2 = PVRT_MAX(250, PVRT_MIN(750, i32Zigzag2)) - 250;

	// translation for first path
	vgTranslate(-0.001f * i32Zigzag1, -0.001f * i32Zigzag2);

	// draw first path
	vgDrawPath(m_avgPaths[0], VG_STROKE_PATH | VG_FILL_PATH);

	// restore the unit matrix ([0, 1] visible)
	vgLoadMatrix(afUnitMatrix);

	// translation for second path
	vgTranslate(0.001f * i32Zigzag1, 0.001f * i32Zigzag2);

	// draw second path
	vgDrawPath(m_avgPaths[1], VG_STROKE_PATH | VG_FILL_PATH);
}
Beispiel #12
0
static bool vg_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
{
   RARCH_PERFORMANCE_INIT(vg_fr);
   RARCH_PERFORMANCE_START(vg_fr);
   vg_t *vg = (vg_t*)data;

   if (width != vg->mRenderWidth || height != vg->mRenderHeight || vg->should_resize)
   {
      vg->mRenderWidth = width;
      vg->mRenderHeight = height;
      vg_calculate_quad(vg);
      matrix_3x3_quad_to_quad(
         vg->x1, vg->y1, vg->x2, vg->y1, vg->x2, vg->y2, vg->x1, vg->y2,
         // needs to be flipped, Khronos loves their bottom-left origin
         0, height, width, height, width, 0, 0, 0,
         &vg->mTransformMatrix);
      vgSeti(VG_MATRIX_MODE, VG_MATRIX_IMAGE_USER_TO_SURFACE);
      vgLoadMatrix(vg->mTransformMatrix.data);

      vg->should_resize = false;
   }
   vgSeti(VG_SCISSORING, VG_FALSE);
   vgClear(0, 0, vg->mScreenWidth, vg->mScreenHeight);
   vgSeti(VG_SCISSORING, VG_TRUE);

   RARCH_PERFORMANCE_INIT(vg_image);
   RARCH_PERFORMANCE_START(vg_image);
   vg_copy_frame(vg, frame, width, height, pitch);
   RARCH_PERFORMANCE_STOP(vg_image);

   vgDrawImage(vg->mImage);

#if 0
   if (msg && vg->mFontsOn)
      vg_draw_message(vg, msg);
#endif

   vg->driver->update_window_title(vg);

   RARCH_PERFORMANCE_STOP(vg_fr);
   vg->driver->swap_buffers(vg);

   return true;
}
Beispiel #13
0
/*******************************************************************************
 * Function Name  : DoRotateCentered
 * Description    : Demonstrate the effect of rotating around the centre of a
 *                  shape. Each path is transformed separately.
 *******************************************************************************/
void CTransforms::DoRotateCentered()
{
	// Make sure we're operating on the path user-to-surface matrix
	vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE);

	// Load Identity matrix. This clears all previous transformations
	vgLoadIdentity();

	// To be independent of screen resolution, we need to scale the
	// coordinates so everything in the range [0, 1] will be visible
	vgScale((float)PVRShellGet(prefWidth), (float)PVRShellGet(prefHeight));

	// Unlike OpenGL, OpenVG does not maintain a matrix stack. So instead of
	// pushing the current matrix to the stack, we have to store it ourselves
	float afUnitMatrix[3*3];
	vgGetMatrix(afUnitMatrix);

	float fRotationAngle = m_ui32AbsTime * 0.03f;

	// Scaling a shape from its center is identical to moving it to the
	// origin, scaling it there, and moving it back where it was.
	//
	// IMPORTANT:
	// Since OpenVG right-multiplies matrices, you conceptually need to
	// call the transformation functions in backwards order.
	vgTranslate(0.5f, 0.75f);
	vgRotate(fRotationAngle);
	vgTranslate(-0.5f, -0.75f);

	// draw first path
	vgDrawPath(m_avgPaths[0], VG_STROKE_PATH | VG_FILL_PATH);

	// restore the unit matrix ([0, 1] visible)
	vgLoadMatrix(afUnitMatrix);

	// transformation for second path
	vgTranslate(0.5f, 0.25f);
	vgRotate(-fRotationAngle);
	vgTranslate(-0.5f, -0.25f);

	// draw second path
	vgDrawPath(m_avgPaths[1], VG_STROKE_PATH | VG_FILL_PATH);
}
Beispiel #14
0
void OpenVG_SVGHandler::optimize() {

    if( _batch ) {
        vgDestroyBatchMNK( _batch );
        _batch = 0;
    }
    // use the monkvg batch extension to greatly optimize rendering.  don't need this for
    // other OpenVG implementations
    _batch = vgCreateBatchMNK();

    vgBeginBatchMNK( _batch );
    { // draw

        // clear out the transform stack
        _transform_stack.clear();

        float m[9];
        vgGetMatrix( m );
        // assume the current openvg matrix is like the camera matrix and should always be applied first
        Transform2d top;
        Transform2d::multiply( top, Transform2d(m), rootTransform() );	// multiply by the root transform
        pushTransform( top );

        // SVG is origin at the top, left (openvg is origin at the bottom, left)
        // so need to flip
        //		Transform2d flip;
        //		flip.setScale( 1, -1 );
        //		pushTransform( flip );

        draw_recursive( _root_group );

        vgLoadMatrix( m );	// restore matrix
        _transform_stack.clear();


    }
    vgEndBatchMNK( _batch );

}
Beispiel #15
0
    void OpenVG_SVGHandler::dump(void **vertices, size_t *size) {
        
        VGBatchMNK temp;
        temp = vgCreateBatchMNK();
		
		vgBeginBatchMNK( temp ); 
        
        {
            
			// clear the transform stack
			_transform_stack.clear();
            
            // save matrix
			VGfloat m[9];
			vgGetMatrix( m );
            
			// assume the current openvg matrix is like the camera matrix and should always be applied first
			Transform2d top;
			Transform2d::multiply( top, Transform2d(m), rootTransform() );	// multiply by the root transform
			pushTransform( top );
			
            // draw
			draw_recursive( _root_group );
			
            // restore matrix
			vgLoadMatrix( m );
            
            // clear the transform stack
            _transform_stack.clear();
            
		} 
        
        vgDumpBatchMNK( temp, vertices, size );
        vgEndBatchMNK( temp );
        vgDestroyBatchMNK( temp );
        
    }
Beispiel #16
0
void TextWrap(VGfloat x, VGfloat y, char *s, int width, int height, float lineSpacing, Fontinfo f, int pointsize) {
	VGfloat size = (VGfloat) pointsize, xx = x, yy = y, mm[9];
	int i = 0;

	//float lineSpacing = 0.2;

	vgGetMatrix(mm);
	while(i < (int)strlen(s)) {
	//for (i = 0; i < (int)strlen(s); i++) {
		
		if(s[i] == '\n') {
			// next line
			xx = x;
			yy -= size + lineSpacing * size; // + padding
			i++;

			if(yy < y - height) // not enough space
				break;
		}
		else {
			// read word until you hit a space or an \n
			int wordLength = 0;
			VGfloat wordSize = 0;

			if(s[i] == ' ') {
				wordLength = 1;
				wordSize = GetWidthOfChar(s[i], f, pointsize);
			}
			else {
				while(i + wordLength < strlen(s) && (s[i+wordLength] != ' ' && s[i+wordLength] != '\n')) {
					wordLength++;
					wordSize += GetWidthOfChar(s[i+wordLength], f, pointsize);
				}
			}

			//printf("Word length %d\n", wordLength);
			//printf("Word: '");

			if(xx + wordSize >= x + width) {
				// next line
				xx = x;
				yy -= size + lineSpacing * size; // + padding

				if(yy < y - height) // not enough space
					break;
			}


			int j;
			for(j = i; j < i + wordLength; j++) {
				//printf("%c", s[j]);
				unsigned int character = (unsigned int)s[j];
				int glyph = f.CharacterMap[character];
				if (glyph == -1) {
					continue;	//glyph is undefined
				}

				VGfloat charSize = GetWidthOfChar(s[j], f, pointsize);
				if(xx >= x + width + charSize) // letter wrapping
				{
					xx = x;
					yy -= size + lineSpacing * size;

					if(yy < y - height) // not enough space
						break;
				}

				VGfloat mat[9] = {
					size, 0.0f, 0.0f,
					0.0f, size, 0.0f,
					xx, yy, 1.0f
				};
				vgLoadMatrix(mm);
				vgMultMatrix(mat);
				vgDrawPath(f.Glyphs[glyph], VG_FILL_PATH);
				xx += charSize;
			}
			//printf("'\n");
			i += wordLength;
		}
	}
	vgLoadMatrix(mm);
}
Beispiel #17
0
void CNVGCSIcon::DrawPaintL(VGPaint aPaint, VGMatrixMode aMatrixMode, TUint & aLastPaintType, TUint & aLastPaintColor, VGPaintMode aPaintMode)
    {
    VGPaintType paintType = (VGPaintType)iNVGIconData->ReadInt32L();
    
    if (paintType == VG_PAINT_TYPE_LINEAR_GRADIENT ||
        paintType == VG_PAINT_TYPE_RADIAL_GRADIENT)
        {
        VGPaintParamType paintPType = VG_PAINT_LINEAR_GRADIENT;
        if (paintType == VG_PAINT_TYPE_RADIAL_GRADIENT)
            {
            paintPType = VG_PAINT_RADIAL_GRADIENT;
            }
        
        VGPaint paintHandle = iNVGIconData->ReadInt32L();
        TInt count = iNVGIconData->ReadInt32L();
        VGfloat gradientData[5];
        VGfloat gradientMatrix[9];
        
        iNVGIconData->ReadL((TUint8 *)gradientData, count * sizeof(VGfloat));
        iNVGIconData->ReadL((TUint8 *)gradientMatrix, 9 * sizeof(VGfloat));
        
        if (paintHandle)
            {
            vgSetPaint(paintHandle,   aPaintMode);
            vgSeti(VG_MATRIX_MODE, aMatrixMode);
            vgLoadMatrix(gradientMatrix);
            if (aPaintMode == VG_FILL_PATH)
                {
                iResetFillPaint = 1;
                }
            else
                {
                iResetStrokePaint = 1;
                }
            }
        else
            {
        if (aLastPaintType != paintType)
            {
            vgSetParameteri(aPaint, VG_PAINT_TYPE, paintType);
            }
        vgSetParameterfv(aPaint, paintPType, count, gradientData);
        
        vgSeti(VG_MATRIX_MODE, aMatrixMode);
        vgLoadMatrix(gradientMatrix);
            }
        vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE);
        }
    else if (paintType == VG_PAINT_TYPE_COLOR)
        {
        if (aPaintMode == VG_FILL_PATH && iResetFillPaint)
            {
            iResetFillPaint = 0;
            vgSetPaint(aPaint, aPaintMode);
            }
        else if (aPaintMode == VG_STROKE_PATH && iResetStrokePaint)
            {
            iResetStrokePaint = 0;
            vgSetPaint(aPaint, aPaintMode);
            }
        TUint color = static_cast<TUint>(iNVGIconData->ReadInt32L());
        if (aLastPaintType != paintType)
            {
            vgSetParameteri(aPaint, VG_PAINT_TYPE, VG_PAINT_TYPE_COLOR);
            vgSetColor(aPaint, color);
            }
        else
            {
            if (aLastPaintColor != color)
                {
                vgSetColor(aPaint, color);
                }
            }
        aLastPaintColor = color;
        }
    else
        {
        User::Leave(KErrCorrupt);
        }
    aLastPaintType = paintType;
    }
Beispiel #18
0
TInt CNVGCSIcon::DoDrawL(const TSize aSize)
    {
    TInt ret = KErrNone;
    
    vgSetPaint(iFillPaint,   VG_FILL_PATH);
    vgSetPaint(iStrokePaint, VG_STROKE_PATH);
    iLastFillPaintColor     = 0;
    iLastStrkePaintColor    = 0;
    iLastFillPaintType      = 0;
    iLastStrokePaintType    = 0;

    VGfloat lCurrentPathMatrix[9];
    vgGetMatrix(lCurrentPathMatrix);
    
    vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE);  
    vgLoadMatrix(lCurrentPathMatrix);
    SetRotation();
#ifdef __MIRROR_    
    vgScale(1.0f, -1.0f);
    vgTranslate(0, (VGfloat)(-aSize.iHeight) );
#endif
    
    SetViewBoxToViewTransformationL(aSize);
   
    
    vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE);
    
    VGfloat currentMatrix[9];
    
    vgGetMatrix(currentMatrix);
    
    iNVGIconData->BeginRead();

    while (!iNVGIconData->EOF())
        {
        switch (iNVGIconData->ReadInt32L())
            {
            case EPath:
                {
                VGPath path = (VGPath)iNVGIconData->ReadInt32L();
                VGPaintMode paintMode = (VGPaintMode)iNVGIconData->ReadInt32L();

                if (path == VG_INVALID_HANDLE)
                    {
                    vgDrawPath(iPath, paintMode);
                    }
                else
                    {
                    vgDrawPath(path, paintMode);
                    }
                
                break;
                }
            case EPathData:
                {                
                if (iPath != VG_INVALID_HANDLE)
                    {
                    VGint numSegments;
                    VGubyte * pathSegments = 0;
                    VGubyte * pathData = 0;
                    
                    numSegments  = iNVGIconData->ReadInt32L();
                    pathSegments = new (ELeave) VGubyte[numSegments];
                    CleanupStack::PushL(TCleanupItem(CleanupArray, pathSegments));
                    if (pathSegments)
                        {
                        iNVGIconData->ReadL(pathSegments, numSegments);
                        VGint coordinateCount = iNVGIconData->ReadInt32L();
                        pathData = new (ELeave) VGubyte[coordinateCount * 4];
                        if (pathData)
                            {
                            CleanupStack::PushL(TCleanupItem(CleanupArray, pathData));
                            iNVGIconData->ReadL(pathData, coordinateCount * 4);
                            vgClearPath(iPath, VG_PATH_CAPABILITY_APPEND_TO);
                            vgAppendPathData(iPath, numSegments, pathSegments, pathData);
                            CleanupStack::PopAndDestroy();
                            }                        
                        }
                    CleanupStack::PopAndDestroy();
                    }
                break;
                }
            case EPaint:
                {
                DrawPaintL(iFillPaint, VG_MATRIX_FILL_PAINT_TO_USER, iLastFillPaintType, iLastFillPaintColor, VG_FILL_PATH);
                break;
                }
            case EColorRamp:
                {
                iNVGIconData->ReadInt32L();
                break;
                }
            case ETransform:
                {
                TInt flag;
                VGfloat transformMatrix[9];
                
                TPtr8 tmPtr((TUint8 *)transformMatrix, 9 * sizeof(VGfloat));
                
                iNVGIconData->ReadL(tmPtr, 9 * sizeof(VGfloat));
                flag = iNVGIconData->ReadInt32L();
                
                vgLoadMatrix(currentMatrix);
                if (flag)
                    {
                    vgMultMatrix(transformMatrix);
                    }
                }
                break;
            case EStrokeWidth:
                {
                VGfloat strokeWidth = iNVGIconData->ReadReal32L();
                vgSetf(VG_STROKE_LINE_WIDTH, strokeWidth);
                break;
                }
            case EStrokeMiterLimit:
                {
                VGfloat miterLimit = iNVGIconData->ReadReal32L();
                vgSetf(VG_STROKE_MITER_LIMIT, miterLimit);
                break;
                }
            case EStrokeLineJoinCap:
                {
                VGint lineJoin = iNVGIconData->ReadInt32L();
                VGint cap = iNVGIconData->ReadInt32L();
                
                vgSeti(VG_STROKE_JOIN_STYLE, (VGJoinStyle)lineJoin);
                vgSeti(VG_STROKE_CAP_STYLE, (VGCapStyle)cap);
                break;
                }
            case EStrokePaint:
                {
                DrawPaintL(iStrokePaint, VG_MATRIX_STROKE_PAINT_TO_USER, iLastStrokePaintType, iLastStrkePaintColor, VG_STROKE_PATH);
                break;
                }
            case EStrokeColorRamp:
                {
                iNVGIconData->ReadInt32L();
                break;
                }
            default:
                {
                User::Leave(KErrCorrupt);
                break;
                }
            }
        }
    
    iNVGIconData->EndRead();
    
    return ret;
    }